Subchapter 7.2
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These are the rules. Not preferences. Not suggestions.
Every element must justify its existence. If it doesn’t serve the user’s immediate goal, it’s clutter. The best interface is the one the user never notices. Remove until it breaks — then add back the last thing.
Every screen has one primary action. Make it unmissable. Secondary actions support — they never compete. If everything is bold, nothing is bold. Visual weight must match functional importance.
The same component must look and behave identically everywhere. If you find inconsistency, flag it — do not invent a third variation. All values reference design system tokens. No hardcoded colors, spacing, or sizes. Ever.
Every element sits on a grid. No exceptions. If something is off by 1–2 pixels, it’s wrong. Alignment separates premium from good-enough. The eye detects misalignment before the brain can name it.
Space is not empty — it is structure. Crowded interfaces feel cheap. Breathing room feels premium. When in doubt, add more space, not more elements.
Mobile is the starting point. Tablet and desktop are enhancements. Design for thumbs first, then cursors. Every screen must feel intentional at every viewport — not just resized. If it looks off at any screen size, it’s not done.
Premium apps feel calm, confident, and quiet. Every interaction should feel responsive and intentional. Transitions should feel like physics, not decoration. The app should feel like it respects the user’s time.
Never suggest a change without explaining what it accomplishes in the hierarchy. “Make this blue” is not an instruction. “Change CTA color to brand-primary to increase contrast against secondary actions” is. Every change must have a design reason, not just a preference.